In Progress Classic VS (Alpha_2)

The project is currently under development.

ELECTRO

Well-known member
Latest update to Classic VS. This game runs on Mugen 1.1. The character Jumbo Flapjack is included into this video because he was originally supposed to come in this update, but I included him in the last small update because he was ready then. Enjoy!

Characters added :

Dhalsim
Guile
Chun-Li
J. Carn

Stages Added :

Capital = Fighters History
Shopping District Day/Night = Street Fighter 2
US Air Field = Street Fighter 2, Champion Edition, Super
Death Match = World Heroes (Interactive)
Remote Rescue = World Heroes 2 (Interactive)
Marauders = World Heroes

Older characters updated :

Ryu : Overhaul to character already started to be implemented, but not finished.
Ken : New look to Dragon Breath hyper.
M. Bison : Psycho Annihilation hyper is fixed.

Music changed :

Ayutthaya Ruins Night = Sagat's Street Fighter EX 3 music.

Screenpack : Small update with the new characters.

Link : Electro's Lair

[youtube]
 
I noticed Ryu's fireball on Tung doesn't display Tung's burning animation when it knocks him down. Psycho Annihlation's command is still listed wrong on the pause menu.
 
Ok thanks. Ryu got rushed into this release and I missed adding compatibility for some characters on burn sprites. I also noticed that Ryu's hyper fireball gets destroyed if blocked after 1 hit when it's supposed to hit a couple of times before destroying itself.

If anyone wants to know specifically what has changed about Ryu here are the patch notes so far
:

Re-added code for Ryu finisher that was accidentally removed.
Ultimate Dragon Punch has been reworked.
Ultimate Fireball has been reworked.
Fireball's have different hit sounds & added screen shake.
Fixed correct jump down animation after AI air combo.
Fixed hit & guard flag for Dragon Punch.
Fixed leaves animation for win pose & adjusted spawn position.
Changed hitflag for air throw so it can catch falling opponent.
Changed movetype on Fireball & Dragon Punch.
Walk & Run is a little quicker.
Changed movestate ending of hurricane kick to idle instead of attack.
Changed air medium hurricane kick to correct animation.
Hyper air fireball has been fixed so it can no longer be hit when ball is phasing out.
Added screenshake to strong melee attacks.
Updated hitboxs.
Improved AI.
 
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Ok thanks. Ryu got rushed into this release and I missed adding compatibility for some characters on burn sprites. I also noticed that Ryu's hyper fireball gets destroyed if blocked after 1 hit when it's supposed to hit a couple of times before destroying itself.

If anyone wants to know specifically what has changed about Ryu here are the patch notes so far
:

Re-added code for Ryu finisher that was accidentally removed.
Ultimate Dragon Punch has been reworked.
Ultimate Fireball has been reworked.
Fireball's have different hit sounds & added screen shake.
Fixed correct jump down animation after AI air combo.
Fixed hit & guard flag for Dragon Punch.
Fixed leaves animation for win pose & adjusted spawn position.
Changed hitflag for air throw so it can catch falling opponent.
Changed movetype on Fireball & Dragon Punch.
Walk & Run is a little quicker.
Changed movestate ending of hurricane kick to idle instead of attack.
Changed air medium hurricane kick to correct animation.
Hyper air fireball has been fixed so it can no longer be hit when ball is phasing out.
Added screenshake to strong melee attacks.
Updated hitboxs.
Improved AI.
To make sure of burn compatibility, the method used in your J. Carn (AnimExist) would be the simplest, and avoid long spoiler lists of characters.
 
Originally I was using names to trigger the anim change because the anim # I'm using for burn sprites is unique and I didn't want to summon an animation for a normal mugen character that's not supposed to play. So I tried to avoid this by saying if it's not one of my characters names then it should not attempt any anim change. Later on I realized what a bad idea this was because older characters wouldn't have the new names and switched to using animexist ever since Dhalsim's release.
 
Here is a fix for Ryu to address issues with him. This way you don't have to download the whole game again to get the fix. Sorry for the inconvenience.

Fixed :

Dragon Punch : Messed up coding the moves with the new combo system which lead to high damage and infinite's, so this has been fixed.

Hyper Fireball : Was destroying itself after 1 guard block when it should hit a few times before destroying itself.

Air Hyper Hurricane Kick : New version of the move was not finished and rushed into the alpha. Now it's finished and does the correct damage.

Interactive J. Carn stage : Hitboxs should now be in the right location.

Link : Removed

Awesome video Big O!
 
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I did another video about your craz game :)
Dhalsim & Jumbo Flapjack vs Chun Li & Captain Kidd - Classic Versus

Btw @ELECTRO there is a bug on Flapjack hyper (the one where he sits over the enemy), take a look at the video.
For those type of moves, you need to set no clsn box on the target, or it will get interrupted in team fights.
 
Btw @ELECTRO there is a bug on Flapjack hyper (the one where he sits over the enemy), take a look at the video.
For those type of moves, you need to set no clsn box on the target, or it will get interrupted in team fights.
Yes, true, it should be fake hits, with explods etc. Just like a throw actually.

Also by playing, I noticed that Chun Li have a some color problems during Tenshoukyaku.
Perhaps the sprites palette is not exactly the same as the other animations.
 
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I didn't really build these characters with simultaneous mode in mind. The characters that have screen filling flashy backgrounds either need an alternate version or deactivated during Simul mode. I'll fix it one day.
 
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